// // automatically generated by the FlatBuffers compiler, do not modify // namespace MyGame.Example { using global::System; using global::FlatBuffers; public struct Ability : IFlatbufferObject { private Struct __p; public ByteBuffer ByteBuffer { get { return __p.bb; } } public void __init(int _i, ByteBuffer _bb) { __p = new Struct(_i, _bb); } public Ability __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; } public uint Id { get { return __p.bb.GetUint(__p.bb_pos + 0); } } public void MutateId(uint id) { __p.bb.PutUint(__p.bb_pos + 0, id); } public uint Distance { get { return __p.bb.GetUint(__p.bb_pos + 4); } } public void MutateDistance(uint distance) { __p.bb.PutUint(__p.bb_pos + 4, distance); } public static Offset CreateAbility(FlatBufferBuilder builder, uint Id, uint Distance) { builder.Prep(4, 8); builder.PutUint(Distance); builder.PutUint(Id); return new Offset(builder.Offset); } }; }